My reset made SRK Front Page. I’m kinda happy about it, but that isn’t what this post is about.
I’m gonna start trying to compile my notes so that I can get a direction with this character. After that I should be able to start some kind of basics video just to get things rolling.
All of you combo makers should take note of something about meter building though, especially so in this case since Double uses nothing but normals in her combos up until the end most of the time. Rolling back through the wiki the facts point to a line that is crossed in the vicinity of 40 hits in a combo of normals. Once you hit that point you actually start giving your opponent more meter than you are gaining and since Double isn’t TODing with her lengthy combos (and the best of them that I’ve seen is 5100-5800) then we should really be avoiding pushing these as the go to combos.
I’m not trying to discourage creativity (I’m trying to work on something with jHK since it gains way more meter than jHP) but we should be trying to find ways to make the combos more efficient instead of dragging them out.
Lol well I just watched on the video and its def not 10 frames… I imagine if you use st.lk it should hit in time the blue halo flashes just before the cr.mk hits…
There’s a lack of throw resets so I found a ghetto throw reset similar to Filia’s I think. Launch > j.LK (1 hit) > j.MK (1 hit) > j.HP (whiff) > Land > Throw. When you whiff the j.HP you almost instantly land on the ground at the same time as the opponent and you can throw right away. You might have to wait like a few frames depending on some characters when they land because of the weight. Other than that it seems pretty difficult for the opponent to see or they can just possibly DP out.
Coming down from a jLP/MP/HP into a cMP sets up anyone for a tick throw reset. Doing the same kind of thing with a whiffed sMK (found by someone else in here) sets you up for a crossup/throw reset. And if you use the Cerebella assist reset then even if they try to DP out you just punish it and put them back into the same reset. I’m sure there are also jHK variations on all of this somewhere in this thread.
The lack of them isn’t from an actual lack of resets, it’s just the lack of organization in this thread.
The 7,006 was done on a 1.0 ratio, but obviously depending on how many hits you let the j.mp do, the damage might change a bit. The second LP’s are to help restand in time for c.mk, so to further aid the timing, you can delay the punches as much as they can possibly be delayed. This is a very hard combo (compared to the easier Double stuff I’ve been doing), but with a 1.7k improvement over the last corner BnB I used, I think it’s worth it.
Forgive me if we are beyond this, I haven’t checked this thread in ages.
My favorite reset is the sweet and simple cLK sMK(2) sHK jMK(2) HK land and super jump to air grab.
The HK hits them 3 (or is it 4?) times and they leave hitstun nearly the exact moment you’re in their face for a throw after the super jump.
I once did that reset 3 times in a row on a person, too funny. (After air grab you dash, cMK HK jMK(2) HK and it’s the same thing all over again).
I haven’t fought many Doubles online, but when I do I am so mashing grab throughout the entire duration of her combos.
Not that it matters but I was watchign on my original 60fps copy… I will try it with the cr.lk and see what I get. Otherwise I could always rejump and oil can. Gun just looked cooler.
Even if the invincibility is removed from HK bomber, everyone can still use MK or LK, which already have the advantage of greater combo-ability. That’s a big if, anyway, considering Mike said he might nerf it, if it continues to be “overpowering” (to which I would say that it is not currently overpowering, people just haven’t learned to deal with it).
Man, I felt like such a pro with my 3.9k combo (~4.6k With bionic car), then I got smoked by another Double online, them I saw this thread and I almost feel insignificant. Any hints on comboing after a J.Hk during a combo? I’m having some trouble landing anything on the ground after it.
Most combos I’ve seen require you to jump back up to keep the combo going. Not sure if we have any that just go back down for standing normals.
Also I looked it back over and you’re right. My question though is what height are you at when you do the fridges? I know you can relaunch before a bounce, but I haven’t dug too far into what height you should be to do it.
cr.lk, st.mk x2, st.hk, j.lk, j.mp, j.hk land (jump straight) j.lp, j.mp, j.hk land j.hp, j.hk land j.mk xx 214MK, cr.mk, cr.hp xx HK Hornet xx whatever super
I pulled this one from just a page back. You could give it a go.**